Btw, that page of yours is quite good.
And Fireclave that question is directed at you too. Where would you like this discussion to take place? Because I heavily disagree with a lot of the suggestions you gave him for the race that he created...
No, that idea is just as bad on a PC race as Oversized is.
Oh, btw, another general question. Would it be balanced to change the Elf's Group Awareness for a +1 to ranged attack rolls (+2 at level 11 and +3 at 21)?
Unless I'm missing something, the Elf's Group Awareness ability grants non-elf allies a bonus to Perception, not attack rolls
Yes, that was the question. What if hypothetically it were to be changed to a bonus to ranged attack rolls instead of a bonus to perception checks?
But wait, I'm not saying a bonus to ranged attacks to all party members, just for the player. And without scaling it, of course. Ranged basic attack rolls, maybe?
But isn't that the same as the Half-orc's swift charge racial feature? I mean, a wizard won't likely charge, isn't it?
Hmm... And, what if I give the option to choose from one of the two? Fluffed, one would be a leader elf, and the other a marksman elf. That would make sense, isn't it?:D
I'd PEACH this, but it really should have its own thread.
To focus on the guide itself, I would just like to state (because no one else has) that WotC gave the Gnolls Abyssal language as one of their racial languages. [/QUOTE[
I hadn't realized that. Thanks for pointing that out.And to be honest I have yet to figure out what reason PC's can't learn one of these languages at lvl 1 (however at lvl 2 its just fine, in fact I had a player retrain his linguist feat at level 2 and pick up both languages, simply to prove he could).
Besides for flavor reasons, my assumption is that WotC and wants to keep those languages restricted so they can serve as a resource tax for prerequisites in feature material. I just got my EPG today, and the Sivis Truenamer path actually has Supernal as a prerequisite, and we might see more of the same in Divine Power. Also to bring something up from the EPG. The doppelgangers from that book get the following for racial stat bonuses: Dexterity or Intelligence +2, Charisma +2. Personally I question the wisdom of this on the part of WotC, and do not myself plan to use this, however if someone wanted to, anyone have suggestions on reconciling the balance of it?
From a purely mechanical point of view, I don't think there are any balance apparent balance problems. While the ability to choice between Dex or Int does make them more versatile than most races, at the end of the day, that choice doesn't make them any more or less powerful.
I would even go so far to say that in most cases, allowing any race to have any combination of racial bonuses would not affect overall balance. It would make races less focus and trample all over the poor humans who would need some form of compensation, but overall most races would not much more powerful for it, I think.
Regardless, I think the trend with the Doppelgangers is going to remain the exception and not the norm. Doppelgangers are suppose to be known for versatility (and even get a paragon path dedicated to that concept), so the idea was not implemented entirely arbitrarily. As far as ability scores go, they're still not as versatile as humans.
And to be honest I have yet to figure out what reason PC's can't learn one of these languages at lvl 1 (however at lvl 2 its just fine, in fact I had a player retrain his linguist feat at level 2 and pick up both languages, simply to prove he could).
Also to bring something up from the EPG. The doppelgangers from that book get the following for racial stat bonuses: Dexterity or Intelligence +2, Charisma +2. Personally I question the wisdom of this on the part of WotC, and do not myself plan to use this, however if someone wanted to, anyone have suggestions on reconciling the balance of it?
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Yes gnolls were in a ddi article some time back towards the beginning (during the free trail period if I'm not mistaken). And many people like crimson think that they were terribly done, which I can agree with to some extent.
I have a question. How would the currently published and DDI races stack up against the rules of this guide or just balance in general? I am guessing that Gnolls and Minotaurs are on the low end, but which race is a good standard for balance?
PS: How do you do that card effect for racial powers Fireclave?
Btw, why the shifters are perfect, if they have only one racial feature (the racial power)? Is that power enough to balance them with the other races?
So, let's say I want to mix the two different types of shifters. Would it be balanced to give them upon shifting +2 to damage rolls and +1 to AC and Reflex? ('ll leave the regeneartion as a feat)
Ok, another question. Are these powers balanced?
Racial Power 1
Encounter ✦ Acid, Cold, Fire, Lightning, or Poison
Requirements: You must be bloodied.
Minor Action Personal
Effect: You gain temporary hit points equal to your Strength, Constitution or Charisma modifier. Until the end of your next turn you gain the following benefits: double the resistance granted by your Dragon Skin feature; when you deal damage with a melee attack, you deal an additional Strength, Constitution or Charisma modifier damage; and creatures that begin their turns adjacent to you take Strength, Constitution or Charisma modifier damage.
Special: When you create your character, choose Strength, Constitution, or Charisma to use with this power. You also choose the power’s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character’s life and do not change the power’s other effects.
Racial Power 2
Minor Action Close burst 5
Effect: Allies within burst gain +2 bonus to their next damage roll, and gain temporary hit points equal to your Constitution or Charisma modifier. Increase the bonus to +4 at level 11st and to +6 at level 21st.
Special: When you create your character, choose Constitution, or Charisma as the ability score you use for granting temporary hit points. This choice remains throughout your character’s life and does not change the power’s other effects.
I have a question about changeable ability scores. How balanced are they compared to normal races, and does the extra choice give too much?
Would it be bad if other homebrew races had similar variety with ability scores? For example would it be that bad to combine the Shifters into one race with the stats of +2 Wis, and +2 Dex or +2 Str?
Also how would you balance a race this type of option where it has +2 Int and +2 Wis or +2 Dex or something similar where the race has an option where both stats hit the same NAD?
@Crimson: In the CB (I assume that it was also changed in part of the errata somewhere) WoTC has actually changed the Half-orc racial power to
@Magus: did you read Fireclave's previous response? "Invigorating Howl" seems to keep most of the things that made power 2 overkill in the first place.
Battle scales seems okay compared to other racial powers.
The ongoing damage might be slightly over what it needs to be for Tail Sting. The damage is always at least 1d6+str+5 which seems a little higher than the usual ability. That's just my thoughts.
I wonder why Crimson hasn't said anything lately...